ADVERTISING IN COMPUTER GAMES by Ilya Vedrashko B.A. Business Administration, American University in Bulgaria, 2000 Submitted to the Department of Comparative Media Studies in partial fulfillment of the requirements for the degree of Master of Science in Comparative Media Studies at the Massachusetts Institute of Technology September 2006 Signature of author ..... ..... ....v..../ . .. ............ ........................................... Dept. o omparative Media Studies, August 11, 2006 K,.; 'f r\ Certified by .............. ......-- "-. ,., "'........................'..i" .Wi "..'".r 'hc . Prof. William Uricchio Accepted by................... . . ...... :.... ..................... .. ................ Prof. William Uricchio © 2006 Ilya Vedrashko. All rights reserved. The author hereby grants to MIT permission to reproduce and distribute publicly paper and electronic copies of this thesis document in whole or in part in any medium now known or hereafter created. MASSACHUSETTS INS . OF TECHNOLOG E SEP 28 00E6 ARCHIVES TLIBRARIES ADVERTISING IN COMPUTER GAMES by Ilya Vedrashko Submitted to the Department of Comparative Media Studies in partial fulfillment of the requirements for the degree of Master of Science in Comparative Media Studies at the Massachusetts Institute of Technology Abstract This paper suggests advertisers should experiment with in-game advertising to gain skills that could become vital in the near future. It compiles, arranges and analyzes the existing body of academic and industry knowledge on advertising and product placement in computer game environments. The medium's characteristics are compared to other channels' in terms of their attractiveness to marketers, and the business environment is analyzed to offer recommendations on the relative advantages of in-game advertising. The paper also contains a brief historical review of in-game advertising, and descriptions of currently available and emerging advertising formats. Keywords Advertising, marketing, branding, product placement, branded entertainment, networks, computer games, video games, virtual worlds. Thesis supervisors * Prof. Henry Jenkins * Prof. William Uricchio Acknowledgments This work would not have been possible without: * MIT C3 Convergence Culture Consortium and its corporate partners GSD&M, MTV Networks, and Turner Broadcasting System that supported the initial probe of the subject. * Darren Herman at IGA Worldwide, Jonathan Epstein at Double Fusion, and the entire team at Massive Incorporated who were very forthcoming with information about their businesses. I owe special thanks to David Sturman at Massive for a very thorough and informative walk-through of the company's operations. * Readers of the thesis blog and my friends in the virtual worlds who volunteered priceless bits of knowledge and whose insightful comments would often reveal unexpected dimensions. * Sarah Wolozin and Generoso Fierro at the Comparative Media Studies department at MIT who made sure this thesis would one day happen. * The Comparative Media Studies department that invited me to MIT and made it feel like home. * Prof. Henry Jenkins and Prof. William Uricchio who encouraged and steered this work from its early days all the way to the defense. * Mom and dad who have been rooting for me from day one even though they are still not quite sure what it is that I do. See? Computer games are good for something. Thank you. Summary Today, as advertisers grow increasingly unhappy with the value delivered by traditional media, they turn to alternative communication channels. Marketers, many of whom for a long time have been discounting computer games as an activity reserved for teenage boys with unattractively little purchasing power, are now gathering for conferences trying to figure out how to get into the game, so to speak. While still relegated to the fringes of marketing budgets (games' share in the overall advertising spending remained at meager 0.1%1), in-game advertising and advergaming is slated to grow to a $1B business by 2009. Over the past few years, at least a dozen companies have sprung to claim their slice of this advertising pie, their services ranging from dynamic insertion of standard ad units to customized product placement tailored to advertisers' needs. As the interest in the medium's potential grows, gamners become wary. On forums, they protest against advertising intrusion into what they see as their last haven safe from the marketing onslaught. Current advertising practices do little to placate their fears and to suggest that games won't become the next victim of advertising excesses, even though industry professionals are careful to note how important it is for the game-based ads to be unobtrusive. One reason for these misfiring efforts is the systemic deficiency of the advertising process; the market is better equipped to process mass-produced and recycled communications than custom-tailored messages. The other reason is a lack of experience in planning for an idiosyncratic medium that has only recently emerged from its relative obscurity and reluctantly opened its doors to brands. This paper is designed to address the latter problem by compiling, arranging and analyzing the existing body of academic and industry knowledge to distill a set of recommendations and ideas for advertising in computer games -- a series of cheats and walkthroughs, in the gamers' parlance. The main question this work seeks to answer is how to design and place in-game advertising in a way that would recognize and respect the limitations of the medium while taking advantage of the unique opportunities it offers. INTRODUCTION "Alice opened the door andf ound that it led into a small passage,n ot much larger than a rat-hole: she knelt down and looked along the passage into the loveliest garden you ever saw. Lewis Carroll,A lice's Adventures in Wonderland 5 The War Hey, fellow advertiser. Yes, you, red-eyed, with horn-rimmed glasses and a black turtleneck. Can you pitch a product to a god when even mortals go out of their way to avoid us. The remote control, that sword of consumer Damocles, has been hanging over our collective head for over half a century now. When the Lazy Bones first appeared in the 1950s, the technology was advertised (what an irony) as an ad silencer. What did we do? We set up road blocks by scooping up chunks of air time across all channels to keep the suffers bumping into our commercials they were so diligently trying to dodge. The ultimate ad-skipping technologies - the refrigerator, the microwave and the bathroom - have invited a similarly ungraceful backlash. We are single-handedly responsible for one of the largest and potentially most dangerous urban phenomena, the Super Flush, the massive splash of advertising dollars going down the drain when all Super Bowl fans head to the bathroom during commercial breaks. Our response? Turning the volume up and slinging the ads within earshot of our flushing and corn-popping audience. As the remote control mutates and proliferates, our countermeasures follow a predictable path of making the ads louder, more intrusive and more omnipresent. The success of these measures has been predictably low and has resulted in more anger than brand loyalty on the part of the same audience we are clumsily trying to court. Advertisers are frustrated because their forecasts show that the situation is not about to improve; the first random study that popped up on Google predicts that DVR adoption will grow at 47 percent a year through 20082. Most of the current research points out that anywhere between 70 and 80 percent of DVR owners skip commercials. What are we going to do about it? Slap banners right in the middle of the screen when TiVo goes into its fast-forward mode, that's what. When AT&T in 1994 launched its first banner on HotWired, it was exotic, exciting and effective. The interest quickly faded, and we rushed to gussy it up with pretty colors and animations. That was fun for a while, but then people turned away and got back to their business. We upped the ante once again, and came up with even, we thought, more exciting technologies -- exit windows, interstitials, roll-ons, roll-ups, pop-ups, pop-unders, pop-all- over-the-place. The very TV spots people were trying to zap on TV, we began to stream online. We turned the volume up, too, embarrassing office surfers who scrambled for the "mute" button and deafening everyone wearing headphones. We were the only ones excited. People responded in kind. First, they would politely click on the "x" button to get rid of the mini windows jumping in their faces. Then they created a pop-up blocker. Then the pop-up blocker became a standard feature in all browsers. Then they learned how to block animations. When that didn't help, they began to block off entire ad servers. Now they've come up with Grease Monkey, a technology that automatically scraps every single ad from a web page before it is even loaded. The war is on and we are losing it. And this is one war we don't even need to be fighting. We love our audience, but it is only our fault if no one can tell. Instead of being a gentle and loyal lover, a prince charming always ready to help, never a nuisance, we collectively act like a paranoid stalker, obsessively collecting and fetishizing every little thing our audience leaves behind. We call our audience at nights, breathe heavily into the phone and read a sloppily written script. We deluge their mail boxes with letters. We jealously guard our audience's every move; god forbid that the audience should ever turn away from us. We demand undivided attention. Like an insecure teenager, we shout obscenities, mistaking disdain for interest. In an act of desperation, we parade naked bodies. We burp, fart, and insult our audience's intelligence. We doubt their sexual endurance and we are never satisfied with their breast size. We criticize the cars they drive, the clothes they were, their cooking, parental and gardening skills. We scoff at their education, habits and tastes. Even our pick-up lines are so clich6 out that a simple "may I buy you a drink" would sound excitingly fresh. What do you call people who pay for someone's entertainment and then demand certain favors in return? Advertisers. We generally mean well, though, and sometimes people even love us back. On those bright days, they laugh at our jokes, answer our calls, forward our emails, and buy our stuff. They say they never watch ads on TV, but cheer the reruns of the old ones. They say they hate ads in newspapers but diligently cut out coupons. They say they can't stand ads on the DVDs they buy, but rewind movie trailers. They pay for glamor magazines that are 90 percent ads. They keep their Yellow Pages tomes nearby. They collect fridge magnets. They wear our logos. They tattoo our names on their skin. They are saying how they despise advertisers, yet Boston's section of Craig's List hosts some 150,000 ads they themselves post in any given month. Then Google launched its AdSense and suddenly they are reading self-help books on how to boost click-throughs. We love them. They, it turns out, are not ruling us out of their lives either. Why can't we do the right thing and fix this relationship from dysfunctional into thriving? Sometimes we don't know what the right thing would be. Sometimes we do, but the system won't let us do what's right. The first part is easy. All we really need to know we already learned in the kindergarten. Play fair. Don't hit people. Look. Listen. Follow the path of the least resistance. Be on time. We would be better off even if we followed our own slogans. Think different. Be inspired. Be yourself for a while. Try harder. Just do it. Some advertising gurus say the business of advertising should not be confused with the business of entertainment. They were proven wrong by the millions who downloaded BMW films and then headed to dealerships to test-drive the car. Others say dry info doesn't sell. They were proven wrong by the spectacular rise of Google, a company whose entire business is to mediate the sales of dry ads, 95 characters at a time. The whole stack of books of advertising wisdom can be summed up in one sentence: "Whatever you have to say, say it to the people who are interested and say it when it suits them best in a way that will keep them listening." We are also prisoners of the media system we ourselves helped to set up. It all started quite innocently: Consider broadcasting. In its infancy, it was a reflexive instrument, a tool for selling radio sets. But broadcasting's real birth might more accurately be dated to the Postum Co.'s 1926 order that its Philadelphia advertising agency, Young & Rubicam, relocate to New York, the developing center of the broadcast-network business, to handle the account of its Jell-O division. Within eight years, that move bequeathed to the listening public "The Jack Benny Program," "Colgate House Party," "General Foods Cooking School" and a smattering of other audience-delighting radio programs.3 The very medium that we hoped would bring us closer to the people has grown into a risk- averse behemoth that is cute to look at but is harder to teach new tricks than the proverbial old dog. The 30-second spot everyone is so willing to see dead that it just might as well die is not around because it does the job well - it is considered bad manners now to claim so in public. It is around because there is nothing to replace it, that is, nothing convenient and comfortably familiar. People at Worldwide Wrestling Entertainment are among the few who are trying something unfamiliar and uncomfortable. In October 2005, WWE began extending its live coverage to the web instead of cutting it off for commercial breaks. At least one analyst, a director of national broadcast for Initiative, immediately voiced a concern: "Now you're talking about telling the most rabid of fans to switch to another platform when advertisers are wanting to talk to them. It sets a dangerous precedent."4 Dangerous precedent? WWE may have just dealt a Hulk Hogan blow to ad skipping, single-handedly incapacitating the Super Flush, the DVR and the remote. Chris Chambers, WWE's VP for interactive media, quoted a house study that showed 60 percent of the simultaneous TV and computer viewers not channel-surfing away during the commercial breaks. "If they weren't online, they'd probably go get a snack or go the bathroom. This way they're probably still in the same room and can hear the ads."5 Instead of exploring the opportunities the DVR offers, we are trying to circumvent or break the fast-forwarding function. The DVR threatens the familiar and the comfortable. The DVR is bad. If we can't kill the DVR, then we must at least cripple it. Prohibitive transaction costs, technological limitations, red tape, shortage of research knowledge, insufficient infrastructure, broken communications, conflicting interests, or plain inertia both on our and media's side have perpetuated the tyranny of the existing delivery formats, even if these formats have been stretched to the breaking point. Pop-up ads annoy consumers and freeze their computers and yet more money is poured into pop-ups. Spam renders entire email accounts useless and yet a computer maker keeps sending me offers to buy a PC even though I have already bought one from them and have not expressed any interest in buying more. Nearly identical credit card offers from competing banks fill up mailboxes. It is a vicious circle: the more cluttered the format, the more advertising is crammed in it. If there is a law of diminishing returns, it doesn't seem anyone in advertising is aware. The New World We, the advertisers, have permeated every imaginable space, collectively showering our fellow citizens with 3,000 daily offers, promises, offers of promises and promises of offers, enticements, seductions, solicitations, invitations, demands, recommendations and thinly disguised threats. That's 187.5 every waking hour, 3.1 a minute. We have taken over every part of our fellow citizens' lives. Our ads greet them at home and they accompany them to work; our ads are on TV, magazines, newspapers, radio, clothes, street signs, cars, buses, computer monitors, toys, cloth hangers, subways, stores, food items, bathroom stalls, telephones, trash receptacles, parking meters, bills, ATMs, money, desks, flip-flops, soda cans, pizza boxes, coffee mugs, mirrors, tables, and homeless people. We have painted the sky and branded the beach sand. We have almost run out of space. Have you ever dreamt about working back at the time when life was simple, Bernbach, Bernays and Ogilvy were yet to be born, television was still a matter of science fiction and the information space was more like a stately ball room than a chaotic floor of a stock exchange? Would you, who complain about today's media clutter by night and create more of it by day, would you jump into conversations, interrupt family dinners, sneak into bedrooms, knock on doors, spray-paint walls, feign romance and send unwanted letters like there's no tomorrow? What would have you done differently? Because you are standing at the door that is about to swing open to reveal sprawling cities, endless highways, virgin forests and other undeveloped property so utterly devoid of anything branded that it is hard on the eyes, and the choice of what to make of it is now yours. It is a strange world. It is a world where people kill without hate, die without pain, re- spawn and die again, hijack cars, operate spaceships, beat up perfect strangers, command lemmings, lunch on orcs, befriend elves, and nonchalantly save the universe one planet at a time. Armed to their teeth, they wield flaming swords and laser blasters. They carry gold coins and gems, and always pay cash. It's the world of computer games, the promised land of virtual reality where the wildest dreams come true that for the 30 years of its existence has remained largely impregnable to us. And if we are finally about to be ushered in, we'd better know the rules of the place where natives' revenge can be swift and spectacular. If you are already afraid of a remote control, think of what an unleashed swarm of fire-spewing dragons can do to your precious billboard. Remember how I asked you whether you could pitch a product to a god? That's what this world is all about. We will be pitching to gods. DEFINITIONS AND SCOPE 10
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